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From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
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Crysis (2007)
Crysis Warhead (2008)

Crysis is a 2007 first-person shooter developed by Crytek and published by Electronic Arts; it is one of two spiritual sequels to the 2004 shooter Far Cry (the other being Far Cry 2), though the plot has no relation to that game. The game is set in a future where North Korea has given up on communism and become a major economic power with a first-rate military. The player character, Jake "Nomad" Dunn, is part of a US special forces team operating under JSOC and outfitted with a new high-tech suit of powered armour known as the Nanosuit. The team is sent to the Lingshan islands, a fictional island chain near the Philippines, to determine why the KPA has annexed the US-protected state; soon this erupts into full-scale war as US Marines clash with KPA forces for the island, unaware that the secret of Lingshan is about to reveal itself.

The stand-alone add-on, Crysis Warhead, was released in 2008, and features a side story where the player controls another member of Nomad's team, Michael "Psycho" Sykes, during a period of time when he was separated from Nomad. The titular "warhead" forms the basis of the plot, much of which is spent following a secure casket being moved by the Koreans which JSOC believes to contain a nuclear warhead. It features several additional weapons, along with new textures for returning weapons.

A somewhat simplified version of Crysis (with the level "Ascension" completely removed) running in the sequel's Cryengine 3 was released on PSN and Xbox Live in October of 2011.

The following weapons can be seen in the videogame Crysis and its add-on Crysis Warhead:

Note: Spoilers are present in some of the weapon descriptions.


"Bauer SOCOM"

The majority of this hybrid handgun is based on a mixture of the prototype Heckler & Koch "Ultimate Combat Pistol" (most of the slide design, the third control lever on the frame, and the sights) and the Walther P99 (the trigger and a majority of the frame), with some features from the Heckler & Koch Mark 23 (some of the slide design, the hammer, the slide-release, and the suppressor) and the Heckler & Koch HK45 (the milling cuts on the slide). It is the standard sidearm in the game, and is wielded by both North Koreans and US Marines; US Nanosuit soldiers carry it as a backup weapon. Some Koreans use modified Bauers to fire flares to call for reinforcements. It can be dual wielded, set to a two-round burst firing mode, suppressed and / or equipped with a laser / flashlight combination attachment. The weapon's name is a reference to 24, which the game's creators are apparently fans of; similarly, the game files refer to the highest difficulty setting called "Delta" as "Bauer."

Heckler & Koch UCP prototype from 2004 - 4.6x30mm
Walther P99 - 9x19mm
Bauer SOCOM with silencer and laser pointer; note Walther P99-like frame and trigger and H&K UCP slide with HK45-like milling cuts and the MK 23-like slide-release. The tube above the laser emitter is the flashlight. Close examination of where it says "Laser Pointer (Pistol)" shows the third control lever from the H&K UCP (a toggle to lock the slide during firing and turn the weapon into a manually operated repeater), in front of the P99-like take-down button.
Nomad aims dual SOCOMs at the alien warship in the final mission of Crysis. An oddity of Crysis' inventory system is that sidearms are allocated their own slot in addition to the two main slots, meaning they are not discarded almost instantly by the player as in many first-person shooters.
Prophet, Aztec and Jester with Bauer SOCOMs in their thigh holsters during the introduction of Crysis. Note the SMG ammunition on the left.
A North Korean Special Forces wields a Bauer SOCOM at the start of the Crysis Warhead mission "All the Fury".

Submachine Guns

Heckler & Koch MP7A1

Found only in Crysis Warhead, the "AY-69 SMG" is a North Korean-made compact version of the MPX8 that takes up the handgun slot and can be dual wielded. Like the MPX8, it is based on the MP7, and is even more similar to that weapon than its larger cousin. The idea of a weapon family consisting of a full-size SMG and sidearm-scale 'pistol' is probably based on the Uzi and Micro Uzi.

Heckler & Koch MP7A1 with factory magazine and iron sights - 4.6x30mm
Psycho customises his AY69 mini-SMGs in Crysis Warhead. Note the fire selector is always in the "safe" position.
A Korean soldier with his AY69 in "Call me Ishmael."


The MPX8 is mostly used by more specialized North Korean units; night forest patrols and some combat teams make use of it, and is is usually carried as a close-ranged weapon by Korean Nanosuit soldiers and a primary one by men equipped with LAWs. It closely resembles a Heckler & Koch MP7A1 albeit somewhat longer and uses an extended magazine containing fifty 4.6x30mm rounds. The MPX8 has the same modification options as the SCAR, save that it lacks an under-barrel mount point.

Heckler & Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm
Nomad holds an MPX8 with laser pointer and reflex sight as the gateway to the mountain's interior opens in Crysis.
Psycho customizes his MPX8 in Crysis Warhead. Apparently nobody told Crytek that the MP7 works better with the safety off.
A North Korean Special Forces flanker with a silenced MPX8 fitted with a laser module.

Assault Rifles

Heckler & Koch XM8

Though called the SCAR (here standing for "Superior Combat Assault Rifle"), the weapon used by the Marines and US Nanosuit soldiers, including both player characters, is actually a Heckler & Koch XM8 chambered for 6.8x45mm, this implies that in Crysis' world, the XM8 won the SOCOM SCAR competition rather than the FN Mk.16 and Mk.17 as in real life. As with the majority of weapons in Crysis, the SCAR can be customised in-game; the player can attach either a reflex sight (an EOTech-style dot scope), assault scope (an ACOG-style telescopic reflex sight, which, for some reason, has a TDS Plex reticle with the hash marks upside down) or a sniper scope (a x4 / x10 variable zoom precision scope with a built-in rangefinder) to the upper rail. The forearm side rail accepts a two-mode module that functions as either flashlight or laser sight. The underbarrel mount accepts a grenade launcher with a built-in rangefinding function that provides a reference point for aiming at a set target, or a bizarre device called the 'Tactical Attachment' that functions as a self-replenishing, completely silent dartgun. This was originally intended to have greater functionality with tagging and explosive functions shown in previews, but ultimately only the dart function was retained. Finally, a suppressor can be attached.

The SCAR is by far the more powerful of the two assault rifles when using normal ammunition, and also has a 40-round magazine as opposed to the FY71's 30; however, this is balanced in the campaign of Crysis with the scarcity of the SCAR or ammo for it; with the exception of the final level, SCAR magazines are almost exclusively restricted to a single location at the very start of a given mission. This was the source of some complaint, and in Crysis Warhead SCAR magazines are common enough that the weapon can be used as the player's main armament throughout the campaign.

The SCAR is also among the weapons usable in the missions set inside the "Sphere" created when the aliens emerge; the temperature of this anomaly is stated to be "200 below," and regardless of whether this is Fahrenheit or Celsius, at such a temperature atmospheric gases would have started to fall in solid or liquid states; at -200 Celsius, it would be raining liquid nitrogen. Obviously, a firearm could not reasonably be expected to function in such conditions; in fact, given the gun would be drenched in liquid oxygen "rain," if the primer ignited the steel parts of the weapon would actually burn ferociously, as if they were made of magnesium (this would occur alongside other fun chemical oddities such as asphalt exploding if struck).

Heckler & Koch XM8 with Insight ISM-V sight - 5.56x45mm NATO
Psycho encounters the unfortunate USS Maine, while armed with Warhead's SCAR. Of note is the capacity currently showing 41; unusually for a videogame, Crysis counts chambered rounds, allowing an additional shot as long as the weapon isn't empty when reloaded.
Warhead SCAR showing all optional attachments and the new digital camo skin for the expansion. The original game's SCAR is flat black, as in the image below.
During the campaign of Crysis, Psycho uses a black SCAR equipped with a sniper scope and suppressor. Oddly, he does not have this weapon at any point during Crysis Warhead. The aircraft they are preparing to jump from is referred to as a C-18A Skylord.

AK Hybrid

The "FY71" is the main weapon for the North Korean soldiers in-game. It is an AK hybrid combining the milled receiver of an AK-47 with a 90 degree gas block from the AK-74. It also has an RPK-74M style ribbed upper handguard mated to an LHV47 lower, an SVT-40 style muzzle brake, a side mounted rail mount and uses steel 5.45x39mm magazines. Like the SCAR, it features the ability to be customised. It features all the same modification options as the SCAR, with a single addition; it can fire incendiary bullets as well as regular rounds.

Type III AK-47 - 7.62x39mm
Russian AK-74 - 5.45x39mm
RPK-74M with 45-round box magazine - 5.45x39mm
Tokarev SVT-40 - 7.62x54mmR
Crysis FY71 with all optional attachments shown. The FY71 in Warhead is retextured with a similar pale green tone to the Warhead SCAR on the lower receiver and furniture, though without any camo pattern.
Crysis FY71 assault rifle with reflex sight, laser pointer and incendiary rounds.
Korean soldiers with FY71s stand guard over a convoy of T-108 main battle tanks and HMLTV-998 Bulldog light trucks in the fortified town that forms the centrepiece of Crysis' second mission. The Bulldog is based on the Chinese Dongfeng EQ2050, itself a copy of the US Humvee, while the T-108 combines elements of the Russian T-72, Chinese ZTZ96, and the American M60A1 Patton.


Benelli M4 Super 90

The "XM2014 Shotgun" in Crysis is based on the Benelli M4 Super 90/M1014 JSCS, but is operated by pump-action. It uses 12 gauge shells (fed from an 8-round integral tube magazine) and has an adjustable choke that can increase or decrease the spread. Unlike most video game shotguns the Crysis shotgun has fairly realistic accuracy. It can be equipped with all scopes and the laser / flashlight module. It is used by both KPA and US troops. In Crysis Wars, the shotgun is semi-automatic like the Benelli M4 Super 90.

Benelli M4 Super 90 - 12 gauge
Nomad braves the elements with his XM2014 in Crysis' mission "Paradise Lost."
Tactical Shotgun in Crysis Warhead. The choke is adjusted using the long sliding switch right above the trigger. Note that, as with the SCAR and FY71, the Warhead Tactical Shotgun is retextured in pale green.
A Korean grunt firing his shotgun. Note the shotgun shells attached to his sleeves, which identifies him as a shotgun users. In-game, there are different subvariants of each of non-nanosuit KPA infantry types (i.e. Camper, Cover, Flanker, Leader), ranging from shotgun users to grenadier types (identified by a thick flak jacket-style color around their neck).

Sniper Rifles


The DSG-1 Precision Rifle is a straight-pull bolt-action rifle, first encountered equipped with the assault scope during the second mission of Crysis. Seemingly an exclusively Korean weapon, it is used by their snipers (US snipers instead using the GK8 Gauss Rifle) and by most Korean Nanosuit soldiers. A very high-powered weapon, a single shot will kill regular soldiers, while a couple of rounds aimed at the tail rotor will even bring down a helicopter. Curiously, the weapon is semi-automatic when using the iron sights, but bolt action if fired from the hip.

As the name implies, it is mostly based on the DSR-1 but with a forward mounted 10 round detachable box magazine and its overall shape is somewhat similar to the Heckler & Koch PSG-1.

DSR-Precision GmbH DSR-1 - 7.62x51mm NATO
Heckler & Koch PSG-1 - 7.62x51mm NATO
Nomad watches as American carrier-based aircraft destroy a Korean munitions dump at the end of Crysis' mission "Phase Line Alpha," holding a DSG-1.
Psycho operates the bolt of his DSG-1 in Crysis Warhead.
Sgt. Michael "Psycho" Sykes giving sniper support for Nomad with his DSG-1 fitted with a laser module in "Assault." Somehow, he has procured this weapon, even though he was seen earlier in the level with a SCAR rifle. However, it may be possible that like the player, Psycho may have picked one up off a dead KPA soldier or a munitions stockpile.

"GK8 Gauss Rifle"

Used by US Marines and the player characters, this is a bolt-action magnetic accelerator that functions similarly to the sniper rifle, but with a substantially more potent round. In multiplayer, there's a Gauss Rifle that is seen mounted on vehicles. The Gauss rifle mounted on the vehicles has spade grips, unlimited ammunition, and an overheating system like the Type 88. The name and upper mount rail suggest it is (loosely) based on the Heckler & Koch SL8 rifle, but in a bullpup configuration.

Heckler & Koch SL8-6 rifle - 5.56x45mm
Nomad right after receiving his first GK8 Gauss Rifle in the mission "Phase Line Alpha."
Nomad on the deck of the USS Constitution in the final mission of Crysis, aiming a Gauss Rifle fitted with an Assault Scope at one of the large gunship-like alien craft. Note the ranging hash marks decrease in width as they get lower, when they should increase.
A Korean soldier with a captured Gauss Rifle in "Below The Thunder."

Machine Guns

"Hurricane Minigun"

A homage to Predator's hand-held M134 Minigun, the Hurricane Minigun can only be used by nanosuit soldiers (both the player and the North Korean commandos). It fires from a 500-round drum magazine and can be equipped with a laser sight (quite useful as the minigun doesn't have iron sights) or a flashlight. In Warhead, a mounted version, which is a largely unaltered General Dynamics GAU-17/A, can be seen on vehicles and in fixed installations, which does have an iron sight.

General Electric M134 - 7.62x51mm NATO
Nomad holds up a Hurricane Minigun to customise it. The Hurricane uses a variation of the "chainsaw grip" seen in Terminator 2; it maintains the vertical top-mounted rear grip, but rather than a horizontal foregrip on top of the weapon, the foregrip is a vertical handle to the left of the barrels. The drum magazine is visible just below Nomad's hand.
Kyong unleashes his minigun on Nomad in the level "Awakening."
General Dynamics GAU-17/A, US Air Force version of the M134 Minigun - 7.62x51mm NATO
Psycho, holding his SCAR, examines a vehicle-mounted Hurricane in Crysis Warhead.
Hurricane minigun in an emplacement; the iron sight is the small crosshair visible just above the glowing display bar in the middle of the weapon.
An ASV opens up with its minigun in "Call me Ishmael." Close inspection of the insides of the ASV reveal that the gunner is positioned inside an encased targeting system integrated into the minigun, much like a periscope aboard a submarine. Unlike other vehicles, blowing out the wheels or damaging the car will not trigger the AI to exit the vehicles, forcing players to blow them up in order to neutralize those threats.

Type 88 Machine Gun

All mounted general purpose machine guns in Crysis and Crysis Warhead are the Chinese-made Type 88 GPMG; the only departures from the real weapon are a shortened barrel, extended gas piston and M2-style spade grips. The Type 88 is the most common armament on light vehicles and is used in both the hatch and coaxial mounts on tanks. They can also be seen in numerous fixed installations mounted on tripods or monopods. Their cover can be destroyed, but the guns themselves are invincible. Regardless of how they're mounted, they have infinite ammunition and are governed by a heat gauge.

Chinese Norinco Type 88/QJY-88 with scope and tripod - 5.8x42mm
Type 88 MG mounted on a Korean Bulldog light vehicle in the opening mission.
Type 88 MG mounted on an American M5A2 Atlas tank's commander's hatch during the mission "Onslaught."
Nomad commands the same tank slightly later in "Onslaught" as he joins Major Strickland's tank squadron Idaho in an assault on Korean positions. As is often the case in video games, the player is assumed to be commander, driver and gunner during this sequence, while an NPC Marine mans the Type 88 on the commander's hatch. The Atlas tank is based on the American M1A1 Abrams, British Challenger I and Israeli Merkava 3; curiously, all outdated versions of the respective tank.
Major Strickland uses a Type 88 machine gun mounted on a Korean Bulldog to distract the giant Hunter Exosuit at the end of Crysis' mission "Exodus," buying time for the VTOL carrying Nomad to take off.

"ASV Anti-Vehicle 20mm"

A Korean 20mm heavy machine gun is seen in Crysis Warhead mounted both in fixed positions and on vehicles, and fires high-explosive rounds. One of the deadliest weapons in the game, a handful of shots will take down almost anything, and the rounds have significant splash.

Psycho uses a mounted ASV 20mm machine gun to protect an automated Korean train from being recaptured during the mission "From Hell's Heart."
ASV 20mm machine gun on a tripod mount during the first level of Crysis Warhead. The 20mm is something of a Frankengun, combining parts of a number of machine guns and grenade launchers; most notably the Browning M2 and H&K GMG; the midsection is based on the same area of the Hughes M230 30mm chaingun mounted on the AH-64 Apache.
A Korean soldier manning the 20mm heavy machine gun mounted on another KPA train in "From Hell's Heart."

Helicopter Gatling Guns

A three-barrel rotary gun bearing some similarity both to the M197 Vulcan and the Mi-24 Hind's Yakushev-Borzov Yak-B gatling gun (sharing the triple layout and length of the former and the untapered barrel cluster and twin barrel clamps near the muzzle of the latter) is seen mounted on Korean WZ-19 helicopters and US Marine Corps VTOLs.

Korean WZ-19 attack helicopter; these are troop-carrying gunships with design elements from the Russian Mi-24 and Chinese CAIC WZ-10, and carry a three-barrel gatling in their chin installation. Note also the Warhead retextured FY71, fitted with an Assault Scope.
American Marine Corps VTOLs are armed with a vulcan cannon, and serve a similar purpose to the Korean helos. Note that this is a pre-release screenshot; in the final game the Constitution's air wing consists of F-36A Spectres [F-35 clones], with only a handful of VTOLs seen on the carrier's deck.

General Electric M61 20mm Vulcan cannon

General Electric M61 Vulcan rotary guns are seen in Phalanx naval CIWS mounts on US carriers in both games, and in Crysis are also used by the Constitution's escorts to fire at the swarms of attacking aliens after the nuclear strike against the Sphere. They are also the main weapon for the auto-turrets in multiplayer, though the land version has a side-mounted rocket launcher. It appears to be based on the current Block 1B version due to it having the Optimised Gun Barrels (OGB) and new barrel restraint, however it is missing the Forward Looking Infra-Red (FLIR) which is present on the side of the Block 1B's radome.

Phalanx Block 1B CIWS - 20x102mm
A Phalanx CIWS mounting is visible on the superstructure of the carrier USS Constitution (CVN-80) in Crysis' final level.


"FGL40 Grenade Launcher"

The "FGL40" is a Korean revolver-style six-round grenade launcher exclusive to Crysis Warhead and first found in the second mission, "Shore Leave." It fires either conventional high explosive rounds or special electro-magnetic pulse rounds that disable enemy electronic equipment, such as Nanosuits and vehicles. In addition, the rounds are next-generation 'smart' grenades, and can be set to either impact or command detonation; the user is able to lay down a number of grenades and set them all off with a single command, or use the command detonation to create lethal airbursts. For some reason, it can also mount a flashlight. The FGL40 is based on the Milkor MGL Mk 1L (MGL-140) grenade launcher.

Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm
FGL40 grenade launcher loaded with standard ammo and with the front mount point empty; detonation is set to impact.
FGL40 grenade launcher loaded with EMP ammo (which for some reason requires an entire new cylinder with extra glowing things to be inserted) and flashlight on the front mount point; detonation is set to impact.
Psycho shows some unsuspecting Koreans the many benefits of command-detonated explosives. Note the crosshair becomes a representation of an indirect fire sight for this weapon.

SAAB Bofors Dynamics MBT LAW

The LAW missile launcher is partly based on early concept art of the MBT LAW and partly on the multi-shot rocket launcher from Far Cry, which in turn was based loosely on the M202 FLASH rocket launcher. The Crysis LAW is a pre-loaded, disposable three-shot anti-vehicle weapon which fires laser-guided missiles, fitted with an optic sight which stows by folding into the top of the weapon; the flared front of the device contains the missiles, which all share a single common exhaust tube. The rear part of the launcher tube is extended as part of the arming procedure, as with the real-life M72 LAW. Soldiers seen carrying LAWs usually stow them on their back in the extended position; Korean soldiers are sometimes seen with them, and in Warhead an American Nanosuit team is encountered who are armed with LAWs and Gauss rifles. One thing to note is that KPA and US troops can be seen reloading the LAW missile launcher, even though the player cannot reload it (thus, ending up disposing of it after firing all 3 shots). In fact, missile ammunition exists in-game, but the animation for reloading the missile launcher is either missing or omitted from the final game. A possible explanation is to balance the game so the player doesn't use it as an impromptu "noob tube".

Concept art of the SAAB Bofors Dynamics MBT LAW rocket launcher - 150mm. The final version does not look like this.
Nomad aims a LAW at the alien Exosuit on the deck of the USS Constitution. Note that even though this weapon is from an American carrier's armoury, the lettering on the side is still in Korean.
Nomad stands over a discarded LAW tube in the quarry. The stowed position is with the sight folded into the nearby hole, the cover closed, and the long smooth rear tube not extended.
Psycho with the retextured Crysis Warhead LAW near the runway of the captured American airbase. Since the Crysis LAW was already pale green, the Warhead LAW is retextured in...flat black. This presumably made sense to somebody.
A U.S. marine about to fire a LAW at a Korean tank in "Onslaught."

"TAC Launcher" & "PAX Plasma Accumulator Cannon"

The TAC Launcher is a large hand-held grenade launcher designed to fire a computer-guided nuclear round with a yield of several dozen tons, and is used by Nomad to fight Crysis' final boss; it is impossible to fire it without a lock. The launcher itself is largely a work of fiction, but the barrel bears a striking resemblance to that of the Mk. 47 Mod 0 grenade launcher, while the idea of a man-portable nuclear weapon is likely based on the "Davey Crockett" nuclear recoilless rifle. An even more far-fetched weapon seen in Crysis Warhead, the PAX Plasma Accumulator Cannon, recycles the TAC Launcher model verbatim with the sole addition of a laser pointer on the upper mount rail, though it functions as a short-ranged, slow-loading supergun.

TAC cannon seen in storage on the USS Constitution. Note the barrel's obvious similarity to the Mk.47 grenade launcher.
Nomad welcomes some aliens to Earth, Will Smith style.
Psycho holding the PAX Plasma Accumulator Cannon on the runway during Crysis Warhead's final mission; the body of the weapon is identical to the TAC Cannon.

M242 Bushmaster Chaingun and TOW-2 missile

Crysis' Korean infantry fighting vehicles are very closely based on the American M2A1 Bradley, and feature a nearly exact copy of the M242 Bushmaster autocannon, even down to the distinctive fluted barrel. In addition, they mount a box launcher for a pair of missiles; while these are not identified, the launcher is copied from the TOW-2 launcher on the Bradley.

M242 Bushmaster chaingun - 25mm
Korean IFV on the runway in Crysis Warhead's final mission. The IFV is slightly different in Crysis, particularly in how the main gun handles. The departures from the M2A1 Bradley are relatively minor; more obviously, the Korean IFV has no coaxial machine gun, an Abrams-style bustle stowage rack, and a somewhat less prominent trim vane.
Another shot of the same IFV. Note the unusually detailed vehicle damage physics; this IFV has thrown a track due to battle damage.


M112 C4 Demolition Pack

A remote-triggered demolition charge that can be thrown or attached to surfaces. The M112 shown on the game's charge is in fact the real name of a US C4 demolition charge; the Crysis C4 is made from three blocks attached together with duct tape.

Real-life M112 C4 block; note the first two lines of text are identical in the image below
Nomad having just made good use of an M112 C4 charge pack in Crysis' mission "Phase Line Alpha."

TMRP-6 Anti-Tank Mine

The Crysis anti-tank mine is based on the Croatian TMRP-6. A very similar model is used in Crysis as a Korean antipersonnel mine, though the device is substantially smaller; these mines flip up into the air prior to detonating, and are used as part of the layered defences of a Korean-fortified town and other installations. The anti-tank mine itself is only usable in Crysis' multiplayer, but is available in Crysis Warhead's singleplayer.

A cache of anti-tank mines in the first level of Crysis Warhead.
A few well-placed mines near a KPA checkpoint close to a torn-up ground in "Onslaught."

M18A1 Claymore Mine

The M18A1 Claymore in Crysis is depicted as a directional proximity triggered antipersonnel mine, and is used by Korean forces to booby-trap fences in one of their outposts. In Crysis Warhead, it is usable by the player.

M18A1 Claymore anti-personnel mine
Psycho uses his suit's telescopic zoom to spot a pair of Claymore mines in Crysis Warhead. Above is a C4 charge and to the left is an AY69 mini-SMG and a box of hand grenades.
Psycho holds a Claymore mine in Crysis Warhead during Korean amateur pilot hour.

M26 Hand Grenade

Crysis' basic frag grenades are based on the M26 hand grenade, though for some reason they lack either safety levers or, more worryingly, pins. In the console version they have to be selected as a weapon rather than being thrown with a hotkey; they can still be "cooked" as before, though the game shows Nomad doing this by holding the grenade with the safety lever still in place. This wouldn't work, since a grenade does not arm until the lever is detached.

Psycho feels something is missing as he examines the hand grenades.

M84 Flashbang Grenade

Both the flashbang and smoke grenades in Crysis and Crysis Warhead are variations of the same model, which is based on the American M84 stun grenade; smoke grenades are marked with a red stripe across their midsection, while flashbangs have a grey-blue stripe. Both are used to incapacitate enemies; the smoke is effectively a portable wall as far as the AI is concerned, totally blocking line of sight, while flashbangs will render enemies in their blast range completely defenceless for a moment. Oddly, these grenades have both pins and safety levers present.

Flashbang and regular grenades found in a filling station in the mission "Shore Leave."
Psycho happens upon a case of smoke grenades in the same mission.


"Forced iron sights"

In the difficulty menu when starting a new game, one of the factors for extra hard difficulty is erroneously said to be "forced iron sights." This wrongly suggests that the player is restricted to using the fork-and-post metal sights on weapons (the "iron sights") and can't use any kind of optical sight like a scope or red-dot sight. In fact, it simply means that the targeting reticle is removed from the HUD, increasing the difficulty of hip fire.

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